Twitter Facebook Google RSS
 
ARTICLE 

U.S. Army Training Conforms To Shifts in Strategy, Tactics 

11  2,002 

by Roxana Tiron 

Emerging threats to U.S. national security and growing restrictions on the services’ ability to conduct live training are key reasons why advanced simulators and virtual combat environments must be adaptable and, preferably, portable, said Brig. Gen. Stephen M. Seay, head of the U.S. Army Simulation, Training and Instrumentation Command (STRICOM).

Soldiers today train for a wide range of missions—from peacekeeping and nation stabilization to small-scale and full-blown conflicts, he explained. That makes it imperative that training equipment be flexible.

“You never know where you are going to be called,” he said during a speech to an industry conference. “You don’t know what you don’t know.”

U.S. troops, he said, have to have “the ability to potentially spin the dice a different way.”

“You are not going to be able to call all the players on the ground at one point in time before you go. In some cases, you have to have the ability to interoperate thousands of miles away,” he said.

Diminishing land available for live training, urbanization, airspace restrictions and environmental regulations all curtail the opportunities available for live drills. Ideally, a soldier wants to train “on a piece of dirt or a piece of terrain where you can do it again and again,” he said. For that reason, Seay emphasized, simulation and war gaming are essential to closing the gap in training, or to addressing shortcomings that soldiers suffer when they deploy to certain theaters of war for the first time.

The simulators should, preferably, be transportable. “We have to have the ability to do this on the move,” he stressed. “We never had the opportunity to bring everybody together to make sure we understand who is on the right and who is on the left. We have to have the ability to train wherever we are. We have to be able to train on the move and in the air.”

Further, Seay explained, “We need the ability to interoperate as we move. ... This is the type of capability to give everybody—the ability to do mission rehearsal and mission planning en route.”

Future Combat System
Much of the technology that Seay talks about eventually could come to fruition when the Army fields the Future Combat System, during the next decade.

The FCS is a family of manned and un-manned combat vehicles that operates as a network, or a “system of systems.” Not only is the Army spending billions of dollars on the development of FCS, but it has also chartered the Institute for Creative Technologies, in Southern California, to design top-of-the-line, Hollywood-style simulations.

The FCS operators, Seay said, should have access to unprecedented levels of fidelity in their simulators. “Soldiers should even be able to train, while flying in a C-17 cargo aircraft on the way to the theater of operations,” he said.

Nevertheless, a distributed, network-centric ensemble of manned and unmanned combat systems could make the development of embedded training a daunting technical challenge, according to experts.

A Training and Doctrine Command white paper published earlier this year said that the embedded training system for the FCS is being designed at the same time as the actual FCS platforms.

“Virtual and constructive training in FCS will be performed completely on-board with no outside support,” said the paper. “To do so will require a rigorous [effort] to ensure that soldiers can conduct training anywhere, anytime, without Contract Logistics Support, to the same standards that they can do today in stand-alone trainers and training domains.”

The FCS platforms will be able to conduct simultaneous mission planning, training and operations, thanks to their onboard command-and-control computers and information management systems, said the TRADOC study.

The training software would operate over the existing command-and-control structure within the vehicle. The Army will not be building another device dedicated for training only, said Seay. “We have got to do it over the devices soldiers see, touch, develop a feel for and work the matrix ... for the mission rehearsal.”

STRICOM has a test bed that is now being used to try out potential FCS training features. The goal, Seay said, is for the actual vehicle to become its own virtual trainer.

The technology envisioned for FCS only reinforces the Army’s mantra that soldiers should “train as they fight.”

Seay said he would like to see training capabilities that merge live, virtual and constructive elements.

Currently, the terms “virtual” and “constructive” training represent separate types of technologies. Examples of virtual training devices are the Close Combat Tactical Trainer (CCTT) and Unit Conduct of Fire Trainers (UCOFTs), which are stand-alone simulators for specific training tasks. They require high-fidelity, three-dimensional imagery.

Constructive simulations include the Corps Battle Simulation (CBS) and Janus, which only require two-dimensional, map displays.

Janus is a war-fighting simulation that challenges commanders to plan and interactively fight battles against real-world opponents. Commanders plan and execute their battles on digitized maps. The soldier uses a two-dimensional map-like display.

Seay also pointed out that one current flaw in Army training is the lack of interoperability with the other services. The Army does not think enough, “do I need to talk to the Air Force, do I need to talk to the Navy?” As recent military operations have shown, he said, joint war fighting is the name of the game today.

Future training systems will have to do a much better job in the area of inter-service coordination and interaction, he said.

“Training is going to drive doctrine, because it is going to be operators on the ground that are now going to feed the institution that writes the doctrine,” he said. “There will be joint operators that will do training and write the doctrine, and you will get the joint doctrine the way it is executed.”

Army Chief of Staff Gen. Eric Shinseki stressed the need for better simulations during a September speech to the Association of the U.S. Army.

He highlighted the importance of “advanced collaborative environments” to help design and upgrade weapon systems, as well as the training equipment.

The Army already has worked with advanced collaborative environments in projects such as the Stryker armored vehicle and the so-called Central Technical Support Facility at Fort Hood, Texas, used by the 4th Infantry Division.

The Tank-Automotive and Armaments Command also has worked extensively with virtual environments for the development of new vehicles, Shinseki pointed out.

The advanced collaborative environments, he said, make it possible to determine specifically what is needed, “before we spend time, money and energy bending metal to produce something.”

Contractors working on the same project, for example, “would [experience] real-time sharing of information,” Shinseki said. “We are ultimately talking about developing the assembly line of the future.”

The Army, he stressed, “is fully committed to training simulation as a way of life. ... As a way of training large-scale units, echelons of command, divisions and corps. ... Battalions are still certified in the dirt, but higher echelons of command now certify their mission-essential tasks in simulated dirt called CBS, for Corps Battle Simulations.”

So far, he said, “We’ve come a long way, but we’re still looking for more realistic virtual dirt.”nd

Tank driver trainers at Fort Knox, Ky., have logged more than 1 million simulated miles by more than 36,000 driver trainees. (Lockheed Martin photo)

  Bookmark and Share